DRL > Requests For Features

"Hot Fire", an alternate reload for the chaingun, and other ideas

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ChaoticJosh:
So I was thinking, plasma guns have an alternate reload that destroys the weapon for a single powerful attack. Fairly useful if you have a group of enemies that you need dead RIGHT NOW... but I was wondering, how come the chaingun doesn't have anything similar?

My suggestion: give the chaingun an alternate reload which can only be used when it has a full clip. This will cause the chaingun to do a 'hot fire', where it will fire it's entire clip of 40 shells with a -2 or -3 to hit in say a couple seconds, and then the chaingun melts and becomes useless.

I don't know about anyone else, but I have yet to use the plasma gun alternate fire for anything, inspite of it's potential usefulness. It just doesn't seem practical to me, and the payoff isn't proportional to risk and sacrifice. Maybe that could be buffed as well, somehow?

thelaptop:
Personally, I seldom use the plasma rifle's alternate fire due to the relative difficulty in obtaining the plasma rifle (you need to kill Commandos to find one).  Chainguns are more readily available, which may make the "hot fire" method imbalanced -- though in all seriousness with Ammochain, the chaingun uses no ammo at all, making the "hot fire" not too enticing (you fire faster and do more damage with each bullet when you use Ammochain).

ChaoticJosh:
I think that's more of a balance problem with ammochain, which is bound to get fixed eventually methinks.

Also, since Chaingun's are more readily available, the alternate reload is actually an option instead of something you'd ordinarily never consider. Though, I don't think it would be imbalanced, you'd be using up an entire chaingun on an enemy or group of enemies, and most end game enemies can take quite a few hits before dying, then afterwards you'd be left needing to rummage through your inventory for a new one, which may be deadly if your enemy isn't finished off.

ChaoticJosh:
Sorry for the doublepost, but I suppose I could use this thread for my other suggestions.

One, there's a nifty little mechanic that Mancubi have, which is being able to fire three perfectly accurate missiles in a straight line down a hallway. I've read that this is intentional, and I can't imagine why. It doesn't feel good to being doing alright one moment with 100% health, and then BLAM BLAM BLAM, you're dead from a single well-placed mancubi in a single turn. I don't understand why they hold back this accuracy, and then only choose to unleash it when it's inconvenient for the player.

It's sort of crazy if you consider that in this circumstance makes Mancubi the most damaging monsters in the game. I don't think they should be able to do that.

thelaptop:
Mancubi do not fire three perfectly accurate missiles down a hallway.  The thing is that they fire only one accurate shot and two wildly inaccurate ones, but since it is a hallway, the degrees of freedom reduce to just one, and so all three hit you, since the other two can only fly forwards down the hallway.

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